Telltaleās fantastic Walking Dead game was a surprise for several reasons. Not only did it reverse the studioās reputation for middling-to-unsatisfactory games, it will no doubt be in the running for many a publicationās Game of the Year award. It proved that good writing and characterization can carry a video game, that the point-and-click adventure game still had some life left in it, and that choice and consequence can feel vital and terrifyingly important.
And on top of all of that, its episodic structure may well signal a change in the way we consume games.
Looking back, itās hard to believe that the game premiered back in April. It feels like itās been with us for a lot longer than that. Over the course of seven months and five episodes, we all became wrapped up in the harrowing, zombie-filled story of Lee, Kenny, Duck and, of course, Clementine. With the release of last weekās season finale, the story that began in April finally came to an end.
When I think back over those months, the most remarkable thing wasnāt how good The Walking Dead was, it was the way we all experienced it. Every six weeks or so, a new episode would come out. Weād all quickly play it, and then talk about it, and anxiously await the next one. In that way, it was unlike any game Iāve ever played.
The debut, āA New Day,ā impressed us with its credible characters and interesting dilemmas. āStarved For Helpā threw up some schlocky thrills, but more importantly, demonstrated that the first episode wasnāt a fluke, and that the series would likely be strong throughout. And the third episode, the emotionally devastating āLong Road Ahead,ā immediately put the game in the running for best-in-class
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The role of the episodic model in The Walking Deadās success shouldnāt be overlooked.
The rare long-lived game, like Borderlands 2 or Skyrim, carries on past this point, but many games, particularly AAA console games, seem to lose their critical mass of interest within about six weeks. But not The Walking Dead. Here we are, still talking about it, seven months after its release. To put that in perspective, the much-hyped Fez, blockbuster Max Payne 3 and excellent Trials Evolution were all released at around the same time as The Walking Dead. But Telltaleās game retains far more conversational capital now.
Of course, it doesnāt hurt that The Walking Dead was terrific. It was daring and smart, brave enough to allow for real tragedy, and emotionally affecting without feeling manipulative. It was based on a popular intellectual property, and came along right when some people were getting frustrated with the AMC TV show based on the same series. (Though Iād argue that the series has finally found its footing in this new season, but thatās a separate article.) All of that played a vital part in the gameās successānote that I didnāt write this article about Telltaleās similarly episodic but less successful Back to the Future and Sam and Max games, and certainly not their by-all-accounts risible Jurassic Park game, which was meant to be released episodically but wound up being lumped together into a single release. It also helped that the game was released on just about every platform possible, from PC to Mac to consoles to iPhones, giving it a much larger potential audience than your average video game.
Of course, I donāt mean to suggest that The Walking Dead will change everything. No single game could. The current way we create and consume games is pretty established, and any change will happen in bits and pieces over time. And just as single-serving movies exist alongside TV series, massive one-shot games will continue to exist alongside episodic ones. But Telltaleās success could send a signal to other developers and publishers that the episodic model really works, when done properly. Most AAA publishers gamble huge amounts of money on making a splash and quickly selling millions of copies, and find little relief in post-release-window sales. Most games need to do big business in their first month on the market, otherwise theyāll be deemed failures. Itās a crazy and unbalanced model, and itās in need of some alternatives.
Episodic games like The Walking Dead could offer an avenue for change. For seven months this year, it was possible for fans to get in on The Walking Dead while it was still happening. For seven months, people talked about, recommended, and hyped the game. And now that itās finally complete, even more people can buy it as a complete package, a āSeason 1 DVD,ā if you like. We wonāt have final sales numbers on The Walking Dead for a while, but itās a good bet that sales of the game continued at a much more consistent rate since April than, say, Max Payne 3. And more to the point, it was a fun, different, and refreshing way to experience a video game.
The Walking Dead isnāt the first episodic game everāTelltale has been pursuing this course of action, with limited success, for years. But Walking Dead is certainly the most successful one, and as such is something of a proof-of-concept. Iāve had hopes for the format for a long timeāthe episodic structure is why I will always prefer Mass Effect 2 to the other games in the series, and I find that I have more fun dissecting TV shows in real-time with my friends than I do games. In fact, Iād argue that in terms of structure, length, and format, story-based video games share more in common with television programs than they do with films.
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We live in a golden age of television, where visionary writers and showrunners have embraced the TV format to tell long-form, novelistically satisfying stories. From The Wire to Deadwood to Mad Men, TV has granted the opportunity to tell complex, rewarding stories with a more flexible structure than film. Itās no coincidence that Game of Thrones, the defining epic of the past (and likely next) several years, is happening not on the silver screen, but in living rooms.
With that in mind, itās not such a stretch to imagine that Telltaleās The Walking Dead game could be a sign of things to come. And if more games were to follow in the footsteps of television, it could be a very good thing indeed.